Physics based interactive fabric simulation with verlet integration in C/SDL
This program implements a grid-based cloth model using Verlet integration for particle motion.
Each vertex (particle) stores its current and previous positions, with velocity implicitly encoded in their
difference. Fibres act as distance constraints, maintaining rest lengths between adjacent nodes through positional
correction.
Constraint breaking enables cloth tearing by removing links in the adjacency graph.
Pinned vertices enforce boundary conditions, anchoring the mesh. Gravity is modeled as a constant
acceleration, while mouse interaction injects external forces by modifying historical positions. A simple projection
solver enforces constraints, distributing error between connected nodes.
Particles are clamped to the simulation bounds to prevent escape, and rendering is performed with SDL2 immediate
primitives, drawing fibres as line segments and vertices as points. The result is a lightweight, position-based
dynamics system that is stable, extensible, and visually demonstrative of cloth-like behavior.